#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(location = 0) out vec4 fragColor;

layout(binding = 0) uniform UniformBufferObject {
    mat4 proj;
    mat4 view;
} ubo;

layout(push_constant) uniform PushConsts {
    vec4 position[2];
    vec4 color;
} pushConsts;

void main() 
{
	gl_Position = ubo.proj * ubo.view * pushConsts.position[gl_VertexIndex];
    fragColor = pushConsts.color;
}